thank you so much!
DINOSAURSSSSSSSS
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Yeah, the difficulty ramping wasn't really built out. The number of enemy spawns increases, but not a ton. I was thinking about tying fire rate to vehicle speed and making the score based on enemy kills, so you have to balance vehicle control with weapon use, and also wanted to have more complex (and dense) enemy patterns but instead I spent a million hours trying to find the perfect song and making VFX. Also I never put in powerups...I wanted to reduce the fire rate in general, but have relatively frequent crown pickups that would boost it.
This is cool, I enjoyed playing it. Thanks! Having to click through the story changes the pacing in an interesting way and you use it to your advantage well in placing emphasis on words and phrases; in particular the clock stuck out to me as a great use of the mechanic you're using, perhaps because the time ticking up mirrored the clicks. It made me wonder if this would benefit from some kind of click counter, like a faux page number or a click-based-clock.
Using very little this game does a great job of creating a sense of panic. Nice consistent style, and the audio/visual effects work really well. I found the difficulty really inconsistent; sometimes it feels like the letters speed up much faster than others and it feels a bit unfair.
This woulda been a f****** awesome Mavis Beacon Teaches Typing mini game.
This is a really fun mechanic, I'd love to see a bigger game built around it! The art reminds me a lot of the old Madness flash stuff (http://www.newgrounds.com/portal/view/118826) Also I liked the wood particles.
I put up a build here if people are having trouble downloading http://maximum-extreme.com/CactusFarmingSimulator2014.zip